128,683 Commits over 4,201 Days - 1.28cph!

20 Days Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
20 Days Ago
anim updates for feedback notes
20 Days Ago
floating cities s2p
20 Days Ago
swapped mountable chairs left on all barges
20 Days Ago
20 Days Ago
swapped mountable chairs on floating docks
20 Days Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
20 Days Ago
merge from save272 - Staging wipe
20 Days Ago
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20 Days Ago
medical barge set dressing polish
20 Days Ago
merge from main
20 Days Ago
security prison barge set dressing polish
20 Days Ago
merge from crosshair_allocs
20 Days Ago
network++ save++
20 Days Ago
merge from meta_shift/loot
20 Days Ago
Fix crosshair allocs
20 Days Ago
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20 Days Ago
configurable states/lighting, alpha fresnel, z test with post opaque
20 Days Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
20 Days Ago
scientist_boat_ai -> naval_update
20 Days Ago
Compile fixes
20 Days Ago
Codegen after merging naval update
20 Days Ago
Merge from httpimage_cache
20 Days Ago
Fix HttpImage not working with extensionless image URLs
20 Days Ago
Fix for sound assets not being saved on config, assigned sound assets
20 Days Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
20 Days Ago
naval_update -> scientist_boat_ai
20 Days Ago
Fix compile error with our new changes
20 Days Ago
Remove a dumb 200 byte allocation on our blur step
20 Days Ago
Codegen
20 Days Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
20 Days Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
20 Days Ago
monument event notifications sounds
20 Days Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
20 Days Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
20 Days Ago
merge from modding_cui_merges -> main
20 Days Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
20 Days Ago
merge from laserdetector_fastvehicles_fix
20 Days Ago
Fixed laser detector not detecting fast moving vehicles reliably
20 Days Ago
Fix compile error
20 Days Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
20 Days Ago
Update from repo after merging 9 slice support
20 Days Ago
merge from main -> modding_cui_merges
20 Days Ago
merge from io_serverrestart_fix
20 Days Ago
Reset seismic sensor on load from disk so it doesn’t get stuck after a server restart, if it was saved while ON
20 Days Ago
Fixed RF broadcaster staying ON after a server restart if it was saved while broadcasting
20 Days Ago
Improved messages for inventory "Cant move Item" -> detailed failure message
20 Days Ago
merge from fix_arctic_puzzle_reset -> main
20 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
20 Days Ago
AI boats will now attempt to ram players